/**
 * Copyright (c) 2009 Mujtaba Hassanpur.
 * 
 * Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation
 * files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use,
 * copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following
 * conditions:
 * 
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 * OTHER DEALINGS IN THE SOFTWARE.
 */

import java.awt.event.*;
import javax.swing.*;

/**
 * @author Mujtaba
 *
 */
public class GameTimer extends JFrame implements ActionListener
{
	private static final long serialVersionUID = 1L;
	private static final int FRAMES_PER_SECOND = 60;
	private CollapsingBricksGame game;
	private Timer timer;
	private int counter, delay;
	
	public GameTimer(CollapsingBricksGame inGame)
	{
		game = inGame;
		delay = (int)Math.round(1000 / (double)FRAMES_PER_SECOND);		
		counter = 0;
		timer = new Timer(delay, this);
	}
	
	public void start()
	{
		timer.start();
	}
	
	public void stop()
	{
		timer.stop();
	}
	
	public void reset()
	{
		counter = 0;
	}
	
	public void actionPerformed(ActionEvent e)
	{
		if(CollapsingBricksGame.getCollapsingBricksGame().getGameState() == CollapsingBricksGame.GameState.PLAYING)
		{
			game.updateMovables(delay);
		}
		
		game.checkCollisions();
		counter++;
		
		if(counter >= FRAMES_PER_SECOND)
		{
			counter = 0;
			//game.updateScoreboardTime();
		}
	}
}
